Repository: Dandarawy/Unity3DBookPageCurl Branch: master Commit: c0504237e1ef Files: 65 Total size: 207.2 KB Directory structure: gitextract_4oxgpicz/ ├── .github/ │ └── FUNDING.yml ├── .gitignore ├── Assets/ │ ├── Book-Page Curl/ │ │ ├── Example/ │ │ │ ├── podium material.mat │ │ │ ├── podium material.mat.meta │ │ │ ├── prefabs/ │ │ │ │ ├── Book.prefab │ │ │ │ └── Book.prefab.meta │ │ │ ├── prefabs.meta │ │ │ ├── scenes/ │ │ │ │ ├── Example_1_Basic Book.unity │ │ │ │ ├── Example_1_Basic Book.unity.meta │ │ │ │ ├── Example_2_Controled Flipping.unity │ │ │ │ ├── Example_2_Controled Flipping.unity.meta │ │ │ │ ├── Example_3_WorldSpace.unity │ │ │ │ └── Example_3_WorldSpace.unity.meta │ │ │ ├── scenes.meta │ │ │ ├── sprites/ │ │ │ │ ├── P0_Back.png.meta │ │ │ │ ├── P1_Front.png.meta │ │ │ │ ├── P2_Back^P3_Front.png.meta │ │ │ │ ├── P3_Back.png.meta │ │ │ │ ├── P4_Front.png.meta │ │ │ │ ├── TransparentGraybackgtound.png.meta │ │ │ │ ├── background.png.meta │ │ │ │ ├── page0.png.meta │ │ │ │ ├── page1.png.meta │ │ │ │ ├── page2.png.meta │ │ │ │ ├── page3.png.meta │ │ │ │ ├── page4.png.meta │ │ │ │ ├── page5.png.meta │ │ │ │ ├── page6.png.meta │ │ │ │ └── page7.png.meta │ │ │ └── sprites.meta │ │ ├── Example.meta │ │ ├── README.pdf.meta │ │ ├── scripts/ │ │ │ ├── AutoFlip.cs │ │ │ ├── AutoFlip.cs.meta │ │ │ ├── Book.cs │ │ │ └── Book.cs.meta │ │ ├── scripts.meta │ │ ├── sprites/ │ │ │ ├── shadow.png.meta │ │ │ └── shadowLTR.png.meta │ │ └── sprites.meta │ └── Book-Page Curl.meta ├── LICENSE ├── Packages/ │ ├── manifest.json │ └── packages-lock.json ├── ProjectSettings/ │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── NavMeshLayers.asset │ ├── NetworkManager.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ └── XRSettings.asset └── README.md ================================================ FILE CONTENTS ================================================ ================================================ FILE: .github/FUNDING.yml ================================================ github: Dandarawy custom: https://www.paypal.me/aldandarawy ================================================ FILE: .gitignore ================================================ # This .gitignore file should be placed at the root of your Unity project directory # # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore # /[Ll]ibrary/ /[Tt]emp/ /[Oo]bj/ /[Bb]uild/ /[Bb]uilds/ /[Ll]ogs/ /[Uu]ser[Ss]ettings/ # MemoryCaptures can get excessive in size. # They also could contain extremely sensitive data /[Mm]emoryCaptures/ # Asset meta data should only be ignored when the 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================================================ fileFormatVersion: 2 guid: 1b8389afff7d31b4f85b9cf83d9a5450 timeCreated: 1456196467 licenseType: Free DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Book-Page Curl/scripts/AutoFlip.cs ================================================ using UnityEngine; using System.Collections; [RequireComponent(typeof(Book))] public class AutoFlip : MonoBehaviour { public FlipMode Mode; public float PageFlipTime = 1; public float TimeBetweenPages = 1; public float DelayBeforeStarting = 0; public bool AutoStartFlip=true; public Book ControledBook; public int AnimationFramesCount = 40; bool isFlipping = false; // Use this for initialization void Start () { if (!ControledBook) ControledBook = GetComponent(); if (AutoStartFlip) StartFlipping(); ControledBook.OnFlip.AddListener(new UnityEngine.Events.UnityAction(PageFlipped)); } void PageFlipped() { isFlipping = false; } public void StartFlipping() { StartCoroutine(FlipToEnd()); } public void FlipRightPage() { if (isFlipping) return; if (ControledBook.currentPage >= ControledBook.TotalPageCount) return; isFlipping = true; float frameTime = PageFlipTime / AnimationFramesCount; float xc = (ControledBook.EndBottomRight.x + ControledBook.EndBottomLeft.x) / 2; float xl = ((ControledBook.EndBottomRight.x - ControledBook.EndBottomLeft.x) / 2) * 0.9f; //float h = ControledBook.Height * 0.5f; float h = Mathf.Abs(ControledBook.EndBottomRight.y) * 0.9f; float dx = (xl)*2 / AnimationFramesCount; StartCoroutine(FlipRTL(xc, xl, h, frameTime, dx)); } public void FlipLeftPage() { if (isFlipping) return; if (ControledBook.currentPage <= 0) return; isFlipping = true; float frameTime = PageFlipTime / AnimationFramesCount; float xc = (ControledBook.EndBottomRight.x + ControledBook.EndBottomLeft.x) / 2; float xl = ((ControledBook.EndBottomRight.x - ControledBook.EndBottomLeft.x) / 2) * 0.9f; //float h = ControledBook.Height * 0.5f; float h = Mathf.Abs(ControledBook.EndBottomRight.y) * 0.9f; float dx = (xl) * 2 / AnimationFramesCount; StartCoroutine(FlipLTR(xc, xl, h, frameTime, dx)); } IEnumerator FlipToEnd() { yield return new WaitForSeconds(DelayBeforeStarting); float frameTime = PageFlipTime / AnimationFramesCount; float xc = (ControledBook.EndBottomRight.x + ControledBook.EndBottomLeft.x) / 2; float xl = ((ControledBook.EndBottomRight.x - ControledBook.EndBottomLeft.x) / 2)*0.9f; //float h = ControledBook.Height * 0.5f; float h = Mathf.Abs(ControledBook.EndBottomRight.y)*0.9f; //y=-(h/(xl)^2)*(x-xc)^2 // y // | // | // | //_______________|_________________x // o|o | // o | o | // o | o | h // o | o | // o------xc-------o - // |<--xl--> // | // | float dx = (xl)*2 / AnimationFramesCount; switch (Mode) { case FlipMode.RightToLeft: while (ControledBook.currentPage < ControledBook.TotalPageCount) { StartCoroutine(FlipRTL(xc, xl, h, frameTime, dx)); yield return new WaitForSeconds(TimeBetweenPages); } break; case FlipMode.LeftToRight: while (ControledBook.currentPage > 0) { StartCoroutine(FlipLTR(xc, xl, h, frameTime, dx)); yield return new WaitForSeconds(TimeBetweenPages); } break; } } IEnumerator FlipRTL(float xc, float xl, float h, float frameTime, float dx) { float x = xc + xl; float y = (-h / (xl * xl)) * (x - xc) * (x - xc); ControledBook.DragRightPageToPoint(new Vector3(x, y, 0)); for (int i = 0; i < AnimationFramesCount; i++) { y = (-h / (xl * xl)) * (x - xc) * (x - xc); ControledBook.UpdateBookRTLToPoint(new Vector3(x, y, 0)); yield return new WaitForSeconds(frameTime); x -= dx; } ControledBook.ReleasePage(); } IEnumerator FlipLTR(float xc, float xl, float h, float frameTime, float dx) { float x = xc - xl; float y = (-h / (xl * xl)) * (x - xc) * (x - xc); ControledBook.DragLeftPageToPoint(new Vector3(x, y, 0)); for (int i = 0; i < AnimationFramesCount; i++) { y = (-h / (xl * xl)) * (x - xc) * (x - xc); ControledBook.UpdateBookLTRToPoint(new Vector3(x, y, 0)); yield return new WaitForSeconds(frameTime); x += dx; } ControledBook.ReleasePage(); } } ================================================ FILE: Assets/Book-Page Curl/scripts/AutoFlip.cs.meta ================================================ fileFormatVersion: 2 guid: bef881b4c6ed71248b493dcd92c831a5 timeCreated: 1454509075 licenseType: Free MonoImporter: serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Book-Page Curl/scripts/Book.cs ================================================ //The implementation is based on this article:http://rbarraza.com/html5-canvas-pageflip/ //As the rbarraza.com website is not live anymore you can get an archived version from web archive //or check an archived version that I uploaded on my website: https://dandarawy.com/html5-canvas-pageflip/ using UnityEngine; using System.Collections; using UnityEngine.UI; using UnityEngine.Events; public enum FlipMode { RightToLeft, LeftToRight } [ExecuteInEditMode] public class Book : MonoBehaviour { public Canvas canvas; [SerializeField] RectTransform BookPanel; public Sprite background; public Sprite[] bookPages; public bool interactable=true; public bool enableShadowEffect=true; //represent the index of the sprite shown in the right page public int currentPage = 0; public int TotalPageCount { get { return bookPages.Length; } } public Vector3 EndBottomLeft { get { return ebl; } } public Vector3 EndBottomRight { get { return ebr; } } public float Height { get { return BookPanel.rect.height ; } } public Image ClippingPlane; public Image NextPageClip; public Image Shadow; public Image ShadowLTR; public Image Left; public Image LeftNext; public Image Right; public Image RightNext; public UnityEvent OnFlip; float radius1, radius2; //Spine Bottom Vector3 sb; //Spine Top Vector3 st; //corner of the page Vector3 c; //Edge Bottom Right Vector3 ebr; //Edge Bottom Left Vector3 ebl; //follow point Vector3 f; bool pageDragging = false; //current flip mode FlipMode mode; void Start() { if (!canvas) canvas=GetComponentInParent(); if (!canvas) Debug.LogError("Book should be a child to canvas"); Left.gameObject.SetActive(false); Right.gameObject.SetActive(false); UpdateSprites(); CalcCurlCriticalPoints(); float pageWidth = BookPanel.rect.width / 2.0f; float pageHeight = BookPanel.rect.height; NextPageClip.rectTransform.sizeDelta = new Vector2(pageWidth, pageHeight + pageHeight * 2); ClippingPlane.rectTransform.sizeDelta = new Vector2(pageWidth * 2 + pageHeight, pageHeight + pageHeight * 2); //hypotenous (diagonal) page length float hyp = Mathf.Sqrt(pageWidth * pageWidth + pageHeight * pageHeight); float shadowPageHeight = pageWidth / 2 + hyp; Shadow.rectTransform.sizeDelta = new Vector2(pageWidth, shadowPageHeight); Shadow.rectTransform.pivot = new Vector2(1, (pageWidth / 2) / shadowPageHeight); ShadowLTR.rectTransform.sizeDelta = new Vector2(pageWidth, shadowPageHeight); ShadowLTR.rectTransform.pivot = new Vector2(0, (pageWidth / 2) / shadowPageHeight); } private void CalcCurlCriticalPoints() { sb = new Vector3(0, -BookPanel.rect.height / 2); ebr = new Vector3(BookPanel.rect.width / 2, -BookPanel.rect.height / 2); ebl = new Vector3(-BookPanel.rect.width / 2, -BookPanel.rect.height / 2); st = new Vector3(0, BookPanel.rect.height / 2); radius1 = Vector2.Distance(sb, ebr); float pageWidth = BookPanel.rect.width / 2.0f; float pageHeight = BookPanel.rect.height; radius2 = Mathf.Sqrt(pageWidth * pageWidth + pageHeight * pageHeight); } public Vector3 transformPoint(Vector3 mouseScreenPos) { if (canvas.renderMode == RenderMode.ScreenSpaceCamera) { Vector3 mouseWorldPos = canvas.worldCamera.ScreenToWorldPoint(new Vector3(mouseScreenPos.x, mouseScreenPos.y, canvas.planeDistance)); Vector2 localPos = BookPanel.InverseTransformPoint(mouseWorldPos); return localPos; } else if (canvas.renderMode == RenderMode.WorldSpace) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); Vector3 globalEBR = transform.TransformPoint(ebr); Vector3 globalEBL = transform.TransformPoint(ebl); Vector3 globalSt = transform.TransformPoint(st); Plane p = new Plane(globalEBR, globalEBL, globalSt); float distance; p.Raycast(ray, out distance); Vector2 localPos = BookPanel.InverseTransformPoint(ray.GetPoint(distance)); return localPos; } else { //Screen Space Overlay Vector2 localPos = BookPanel.InverseTransformPoint(mouseScreenPos); return localPos; } } void Update() { if (pageDragging && interactable) { UpdateBook(); } } public void UpdateBook() { f = Vector3.Lerp(f, transformPoint(Input.mousePosition), Time.deltaTime * 10); if (mode == FlipMode.RightToLeft) UpdateBookRTLToPoint(f); else UpdateBookLTRToPoint(f); } public void UpdateBookLTRToPoint(Vector3 followLocation) { mode = FlipMode.LeftToRight; f = followLocation; ShadowLTR.transform.SetParent(ClippingPlane.transform, true); ShadowLTR.transform.localPosition = new Vector3(0, 0, 0); ShadowLTR.transform.localEulerAngles = new Vector3(0, 0, 0); Left.transform.SetParent(ClippingPlane.transform, true); Right.transform.SetParent(BookPanel.transform, true); Right.transform.localEulerAngles = Vector3.zero; LeftNext.transform.SetParent(BookPanel.transform, true); c = Calc_C_Position(followLocation); Vector3 t1; float clipAngle = CalcClipAngle(c, ebl, out t1); //0 < T0_T1_Angle < 180 clipAngle = (clipAngle + 180) % 180; ClippingPlane.transform.localEulerAngles = new Vector3(0, 0, clipAngle - 90); ClippingPlane.transform.position = BookPanel.TransformPoint(t1); //page position and angle Left.transform.position = BookPanel.TransformPoint(c); float C_T1_dy = t1.y - c.y; float C_T1_dx = t1.x - c.x; float C_T1_Angle = Mathf.Atan2(C_T1_dy, C_T1_dx) * Mathf.Rad2Deg; Left.transform.localEulerAngles = new Vector3(0, 0, C_T1_Angle - 90 - clipAngle); NextPageClip.transform.localEulerAngles = new Vector3(0, 0, clipAngle - 90); NextPageClip.transform.position = BookPanel.TransformPoint(t1); LeftNext.transform.SetParent(NextPageClip.transform, true); Right.transform.SetParent(ClippingPlane.transform, true); Right.transform.SetAsFirstSibling(); ShadowLTR.rectTransform.SetParent(Left.rectTransform, true); } public void UpdateBookRTLToPoint(Vector3 followLocation) { mode = FlipMode.RightToLeft; f = followLocation; Shadow.transform.SetParent(ClippingPlane.transform, true); Shadow.transform.localPosition = Vector3.zero; Shadow.transform.localEulerAngles = Vector3.zero; Right.transform.SetParent(ClippingPlane.transform, true); Left.transform.SetParent(BookPanel.transform, true); Left.transform.localEulerAngles = Vector3.zero; RightNext.transform.SetParent(BookPanel.transform, true); c = Calc_C_Position(followLocation); Vector3 t1; float clipAngle = CalcClipAngle(c, ebr, out t1); if (clipAngle > -90) clipAngle += 180; ClippingPlane.rectTransform.pivot = new Vector2(1, 0.35f); ClippingPlane.transform.localEulerAngles = new Vector3(0, 0, clipAngle + 90); ClippingPlane.transform.position = BookPanel.TransformPoint(t1); //page position and angle Right.transform.position = BookPanel.TransformPoint(c); float C_T1_dy = t1.y - c.y; float C_T1_dx = t1.x - c.x; float C_T1_Angle = Mathf.Atan2(C_T1_dy, C_T1_dx) * Mathf.Rad2Deg; Right.transform.localEulerAngles = new Vector3(0, 0, C_T1_Angle - (clipAngle + 90)); NextPageClip.transform.localEulerAngles = new Vector3(0, 0, clipAngle + 90); NextPageClip.transform.position = BookPanel.TransformPoint(t1); RightNext.transform.SetParent(NextPageClip.transform, true); Left.transform.SetParent(ClippingPlane.transform, true); Left.transform.SetAsFirstSibling(); Shadow.rectTransform.SetParent(Right.rectTransform, true); } private float CalcClipAngle(Vector3 c,Vector3 bookCorner,out Vector3 t1) { Vector3 t0 = (c + bookCorner) / 2; float T0_CORNER_dy = bookCorner.y - t0.y; float T0_CORNER_dx = bookCorner.x - t0.x; float T0_CORNER_Angle = Mathf.Atan2(T0_CORNER_dy, T0_CORNER_dx); float T0_T1_Angle = 90 - T0_CORNER_Angle; float T1_X = t0.x - T0_CORNER_dy * Mathf.Tan(T0_CORNER_Angle); T1_X = normalizeT1X(T1_X, bookCorner, sb); t1 = new Vector3(T1_X, sb.y, 0); //clipping plane angle=T0_T1_Angle float T0_T1_dy = t1.y - t0.y; float T0_T1_dx = t1.x - t0.x; T0_T1_Angle = Mathf.Atan2(T0_T1_dy, T0_T1_dx) * Mathf.Rad2Deg; return T0_T1_Angle; } private float normalizeT1X(float t1,Vector3 corner,Vector3 sb) { if (t1 > sb.x && sb.x > corner.x) return sb.x; if (t1 < sb.x && sb.x < corner.x) return sb.x; return t1; } private Vector3 Calc_C_Position(Vector3 followLocation) { Vector3 c; f = followLocation; float F_SB_dy = f.y - sb.y; float F_SB_dx = f.x - sb.x; float F_SB_Angle = Mathf.Atan2(F_SB_dy, F_SB_dx); Vector3 r1 = new Vector3(radius1 * Mathf.Cos(F_SB_Angle),radius1 * Mathf.Sin(F_SB_Angle), 0) + sb; float F_SB_distance = Vector2.Distance(f, sb); if (F_SB_distance < radius1) c = f; else c = r1; float F_ST_dy = c.y - st.y; float F_ST_dx = c.x - st.x; float F_ST_Angle = Mathf.Atan2(F_ST_dy, F_ST_dx); Vector3 r2 = new Vector3(radius2 * Mathf.Cos(F_ST_Angle), radius2 * Mathf.Sin(F_ST_Angle), 0) + st; float C_ST_distance = Vector2.Distance(c, st); if (C_ST_distance > radius2) c = r2; return c; } public void DragRightPageToPoint(Vector3 point) { if (currentPage >= bookPages.Length) return; pageDragging = true; mode = FlipMode.RightToLeft; f = point; NextPageClip.rectTransform.pivot = new Vector2(0, 0.12f); ClippingPlane.rectTransform.pivot = new Vector2(1, 0.35f); Left.gameObject.SetActive(true); Left.rectTransform.pivot = new Vector2(0, 0); Left.transform.position = RightNext.transform.position; Left.transform.eulerAngles = new Vector3(0, 0, 0); Left.sprite = (currentPage < bookPages.Length) ? bookPages[currentPage] : background; Left.transform.SetAsFirstSibling(); Right.gameObject.SetActive(true); Right.transform.position = RightNext.transform.position; Right.transform.eulerAngles = new Vector3(0, 0, 0); Right.sprite = (currentPage < bookPages.Length - 1) ? bookPages[currentPage + 1] : background; RightNext.sprite = (currentPage < bookPages.Length - 2) ? bookPages[currentPage + 2] : background; LeftNext.transform.SetAsFirstSibling(); if (enableShadowEffect) Shadow.gameObject.SetActive(true); UpdateBookRTLToPoint(f); } public void OnMouseDragRightPage() { if (interactable) DragRightPageToPoint(transformPoint(Input.mousePosition)); } public void DragLeftPageToPoint(Vector3 point) { if (currentPage <= 0) return; pageDragging = true; mode = FlipMode.LeftToRight; f = point; NextPageClip.rectTransform.pivot = new Vector2(1, 0.12f); ClippingPlane.rectTransform.pivot = new Vector2(0, 0.35f); Right.gameObject.SetActive(true); Right.transform.position = LeftNext.transform.position; Right.sprite = bookPages[currentPage - 1]; Right.transform.eulerAngles = new Vector3(0, 0, 0); Right.transform.SetAsFirstSibling(); Left.gameObject.SetActive(true); Left.rectTransform.pivot = new Vector2(1, 0); Left.transform.position = LeftNext.transform.position; Left.transform.eulerAngles = new Vector3(0, 0, 0); Left.sprite = (currentPage >= 2) ? bookPages[currentPage - 2] : background; LeftNext.sprite = (currentPage >= 3) ? bookPages[currentPage - 3] : background; RightNext.transform.SetAsFirstSibling(); if (enableShadowEffect) ShadowLTR.gameObject.SetActive(true); UpdateBookLTRToPoint(f); } public void OnMouseDragLeftPage() { if (interactable) DragLeftPageToPoint(transformPoint(Input.mousePosition)); } public void OnMouseRelease() { if (interactable) ReleasePage(); } public void ReleasePage() { if (pageDragging) { pageDragging = false; float distanceToLeft = Vector2.Distance(c, ebl); float distanceToRight = Vector2.Distance(c, ebr); if (distanceToRight < distanceToLeft && mode == FlipMode.RightToLeft) TweenBack(); else if (distanceToRight > distanceToLeft && mode == FlipMode.LeftToRight) TweenBack(); else TweenForward(); } } Coroutine currentCoroutine; void UpdateSprites() { LeftNext.sprite= (currentPage > 0 && currentPage <= bookPages.Length) ? bookPages[currentPage-1] : background; RightNext.sprite=(currentPage>=0 &¤tPage { Flip(); })); else currentCoroutine = StartCoroutine(TweenTo(ebr, 0.15f, () => { Flip(); })); } void Flip() { if (mode == FlipMode.RightToLeft) currentPage += 2; else currentPage -= 2; LeftNext.transform.SetParent(BookPanel.transform, true); Left.transform.SetParent(BookPanel.transform, true); LeftNext.transform.SetParent(BookPanel.transform, true); Left.gameObject.SetActive(false); Right.gameObject.SetActive(false); Right.transform.SetParent(BookPanel.transform, true); RightNext.transform.SetParent(BookPanel.transform, true); UpdateSprites(); Shadow.gameObject.SetActive(false); ShadowLTR.gameObject.SetActive(false); if (OnFlip != null) OnFlip.Invoke(); } public void TweenBack() { if (mode == FlipMode.RightToLeft) { currentCoroutine = StartCoroutine(TweenTo(ebr,0.15f, () => { UpdateSprites(); RightNext.transform.SetParent(BookPanel.transform); 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bc8e308d9c9d921499111263c4162f26 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Book-Page Curl.meta ================================================ fileFormatVersion: 2 guid: f7b4182885dabb24db0a9faf9d8380fa folderAsset: yes timeCreated: 1454885572 licenseType: Free DefaultImporter: userData: assetBundleName: assetBundleVariant: ================================================ FILE: LICENSE ================================================ GNU LESSER GENERAL PUBLIC LICENSE Version 3, 29 June 2007 Copyright (C) 2007 Free Software Foundation, Inc. Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed. This version of the GNU Lesser General Public License incorporates the terms and conditions of version 3 of the GNU General Public License, supplemented by the additional permissions listed below. 0. Additional Definitions. As used herein, "this License" refers to version 3 of the GNU Lesser General Public License, and the "GNU GPL" refers to version 3 of the GNU General Public License. "The Library" refers to a covered work governed by this License, other than an Application or a Combined Work as defined below. An "Application" is any work that makes use of an interface provided by the Library, but which is not otherwise based on the Library. Defining a subclass of a class defined by the Library is deemed a mode of using an interface provided by the Library. A "Combined Work" is a work produced by combining or linking an Application with the Library. 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You may place library facilities that are a work based on the Library side by side in a single library together with other library facilities that are not Applications and are not covered by this License, and convey such a combined library under terms of your choice, if you do both of the following: a) Accompany the combined library with a copy of the same work based on the Library, uncombined with any other library facilities, conveyed under the terms of this License. b) Give prominent notice with the combined library that part of it is a work based on the Library, and explaining where to find the accompanying uncombined form of the same work. 6. Revised Versions of the GNU Lesser General Public License. The Free Software Foundation may publish revised and/or new versions of the GNU Lesser General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns. Each version is given a distinguishing version number. If the Library as you received it specifies that a certain numbered version of the GNU Lesser General Public License "or any later version" applies to it, you have the option of following the terms and conditions either of that published version or of any later version published by the Free Software Foundation. If the Library as you received it does not specify a version number of the GNU Lesser General Public License, you may choose any version of the GNU Lesser General Public License ever published by the Free Software Foundation. If the Library as you received it specifies that a proxy can decide whether future versions of the GNU Lesser General Public License shall apply, that proxy's public statement of acceptance of any version is permanent authorization for you to choose that version for the Library. ================================================ FILE: Packages/manifest.json ================================================ { "dependencies": { "com.unity.2d.sprite": "1.0.0", "com.unity.collab-proxy": "1.2.16", "com.unity.ide.rider": "1.1.4", "com.unity.ide.vscode": "1.2.1", "com.unity.test-framework": "1.1.14", "com.unity.textmeshpro": "2.0.1", "com.unity.timeline": "1.2.14", "com.unity.ugui": "1.0.0", "com.unity.modules.ai": "1.0.0", "com.unity.modules.androidjni": "1.0.0", "com.unity.modules.animation": "1.0.0", "com.unity.modules.assetbundle": "1.0.0", "com.unity.modules.audio": "1.0.0", "com.unity.modules.cloth": "1.0.0", "com.unity.modules.director": "1.0.0", "com.unity.modules.imageconversion": 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ProjectSettings/TimeManager.asset ================================================ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!5 &1 TimeManager: m_ObjectHideFlags: 0 Fixed Timestep: 0.02 Maximum Allowed Timestep: 0.33333334 m_TimeScale: 1 ================================================ FILE: ProjectSettings/UnityConnectSettings.asset ================================================ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!310 &1 UnityConnectSettings: m_ObjectHideFlags: 0 serializedVersion: 1 m_Enabled: 0 m_TestMode: 0 m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events m_EventUrl: https://cdp.cloud.unity3d.com/v1/events m_ConfigUrl: https://config.uca.cloud.unity3d.com m_TestInitMode: 0 CrashReportingSettings: m_EventUrl: https://perf-events.cloud.unity3d.com m_Enabled: 0 m_LogBufferSize: 10 m_CaptureEditorExceptions: 1 UnityPurchasingSettings: m_Enabled: 0 m_TestMode: 0 UnityAnalyticsSettings: m_Enabled: 0 m_TestMode: 0 m_InitializeOnStartup: 1 UnityAdsSettings: m_Enabled: 0 m_InitializeOnStartup: 1 m_TestMode: 0 m_IosGameId: m_AndroidGameId: m_GameIds: {} m_GameId: PerformanceReportingSettings: m_Enabled: 0 ================================================ FILE: ProjectSettings/VFXManager.asset ================================================ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!937362698 &1 VFXManager: m_ObjectHideFlags: 0 m_IndirectShader: {fileID: 0} m_CopyBufferShader: {fileID: 0} m_SortShader: {fileID: 0} m_StripUpdateShader: {fileID: 0} m_RenderPipeSettingsPath: m_FixedTimeStep: 0.016666668 m_MaxDeltaTime: 0.05 ================================================ FILE: ProjectSettings/XRSettings.asset ================================================ { "m_SettingKeys": [ "VR Device Disabled", "VR Device User Alert" ], "m_SettingValues": [ "False", "False" ] } ================================================ FILE: README.md ================================================ # Unity3D Book Page Curl A simple unity3D package to create a "book page flip" effect using unity native 2D tools ![Unity3D Book Page Curl Screenshot](https://dl.dropboxusercontent.com/s/85w7gpkjqno4u3j/screanshot.png?dl=0) # Features: - Support Left to Right and Right to Left Flipping. - Configurable Auto Flip Option. - Works with different Anchor sets. - Works with Canvas Scaler. - Works with all canvas's rendering modes # Documentation Check [Wiki](https://github.com/Dandarawy/Unity3DBookPageCurl/wiki) Section # Asset store Download the latest unity package from unity [Asset Store](http://u3d.as/odF)

## Now working with all canvas's rendering modes (Screen Space & World Space)